Monday, September 7, 2026

Pathfinder Society Scenario # 1-08 (# 36) "Echoes of the Everwar, Part I: The Prisoner of Skull Hill" [RPG]

NO SPOILERS

 

I played Echoes of the Everwar, Part I: The Prisoner of Skull Hill with Makras, my dwarf oracle of Groetus.  The Echoes of the Everwar is a four-part series of Tier 7-11 scenarios from back in Season 1 of PFS1, and (I think) Paizo’s first real attempt at a major connected series of adventures in organized play.  I appreciate the attempt, but I don’t think this one (a forgettable and overlong series of battles) got the series off to a very good start.  Cool cover though!

 

SPOILERS!

 

Before getting started, there’s a hefty amount of backstory to cover, both for this individual scenario and for the Echoes of the Everwar series as a whole. 

 

About 500 years ago, just at the beginning of the Everwar, a very wealthy Osirian merchant named Khalfani Zhuberi decided to extend his trading empire by sending forth three concubines to three separate points on the frontier.  In order to keep track of them, each was given a special magical ring.  One of the concubines, Akila, had established a trading post in a fortress known as Skull Hill in what was, at the time, part of the nation of Lastwall.  As the decades passed, Zuberi became obsessed with immortality and begin drinking the infamous sun orchid elixir.  But, this brought the attention of a death cult that cursed Zuberi: he would have eternal life, but only as an old man!  Zuberi eventually faked his death, hid his treasure in Sothis, and lived out the succeeding centuries in his own tomb.  Meanwhile, the three concubines were slain instantly when the death cult’s curse severed the connection between their magic rings and Zuberi.

 

Recently, Zuberi realized the curse was finally waning.  For the first time in centuries, he started to sense the connection with the three magical rings and realized they contained enough power that they could be used in a ritual to restore his youth!  But how to get the rings?  Somehow, Zuberi has managed to get Pathfinder Venture-Captain Norden Balentiir of the Sothis Lodge to send out expeditions to retrieve them.  One such group (the one in The Prisoner of Skull Hill) will be sent in search of Akila’s ring.  However, Skull Hill is a very different place than it was five centuries ago.  The area of Lastwall where Skull Hull is located long ago became overrun with orcs and is now deeply in the Hold of Belkzen.  Skull Hill remained a hidden Chelish spy post to keep an eye on the orcs for (dubiously!) centuries, but an even worse disaster has befallen it just weeks prior to the scenario’s start.  The Skittering Ravagers orc tribe (led by a chief/shaman named Krug) located the fort and overran it, slaughtering all of the inhabitants.  But the orcs then suffered karma in the form of strange rocks crashing down from the skies that wrecked much of the fort and left craters in their wake.  A strange wave of necromantic energy pulsed from the rocks, instantly transforming many of the orcs to undead warriors!  But somewhere far below the fort, in a vault recently-unearthed by the devastation, still lies the corpse of the concubine Akila and her magic ring.

 

Whew, that’s two long paragraphs of backstory and even then I’ve condensed it down pretty well!  As you might surmise from the description above, tracking down the other two concubines’ rings are the focus of Parts II and III of the series, which is why the first three parts can be played in any order before Part IV finishes things off.  There’s a lot of details that even the lengthy backstory doesn’t really explain: what these rings are, what this death cult was, how V-C Balentiir got persuaded/manipulated/entranced to send out teams, how an active Chelish fort could remain unnoticed in the Hold of Belkzen for centuries, whether the rocks crashing from the sky is related to the magic of the ring, and so forth.  In lieu of answers, let’s get into the scenario itself.

 

From the players’ perspective, the scenario starts with their characters on a ridge overlooking the ruins of Skull Hill, with their PCs having received a “flashback” briefing in Sothis and then a hand-waved six weeks’ of travel to get from there to here.  In the briefing, the PCs aren’t given any of the backstory above.  Instead, they’re sent on two tasks.  First, to find a Pathfinder named Heralt who had infiltrated the Chelish forces in Skull Hill but who hadn’t reported in lately.  Second, to investigate claims in an old edition of the Pathfinder Chronicles that the body of a legendary Osirian sorceress named Akila had a magic ring and is buried under Skull Hill.  The “flashback briefing” (always a bit weird) does have a nice array of Knowledge checks to get some more details.

 

Act I of the scenario has the PCs exploring the settlement around Skull Hill.  They see it bears signs of recent attack, heavily cratered, and has no signs of habitation.   However, as they approach the inn, they’re attacked by a pair of orcs (who survived the necromantic wave and have been living off stockpiled food for weeks).  Near the cornfield, orc barbarians-turned-skeletal champions attack.  Some piece of the puzzle (an orc attack) start coming into focus for the players, but there’s clearly more to uncover.  I should mention that the map of the exterior of Skull Hill is really well-done.  It’s a sizable location (especially since there’s only a couple of encounters), so a GM shouldn’t try to draw it all out on a flip-mat and should instead be prepared to “zoom in” only where needed.

 

Act II starts when the PCs enter the fortress itself.  There’s a lot of rooms here, most of them uninhabited.  This is realistic, but definitely adds to the running time of the session as players understandably feel they need to cautiously go through each one.  There are, however, three (maybe four) things of note.  First, another skeletal champion disguised as a corpse in the mess hall.  Second, the body of the Pathfinder Heralt—he’s been strangled to death.  Third, the orc shaman-chief Krug is still alive, clearly entranced, boiling heads in the kitchen!  In an interesting twist, Krug doesn’t want to fight and can actually be a key source of exposition on what’s been happening in Skull Hill.  Last, there’s an optional encounter (time-permitting) with more skeletal champions.

 

Act III sees the PCs make their way down into the lost caves and burial chambers under the fort.  I remember, as a player, being surprised at just how much content was in the module—we had explored 11 locations on the surface, 16 more locations in the fort, and were now headed into a who-knows-how-big series of caverns underneath?  Kinda crazy for one PFS session.  Fortunately, there’s only one location left, and it helps to answer what’s been going on: the spores of a Moonflower (an alien plant monster) were on the rocks that crashed into Skull Hill.  Once the PCs destroy the Moonflower, they can search Akila’s tomb.  Refreshingly, Akila’s corpse is just a corpse—not a mummy or something predictable.  Perhaps oddly, the ring cannot be removed from her hand, so the PCs have to take her entire skeleton (or, at least, her hand).  There’s also a mysterious non-magical wand that the scenario insists be tracked on the Chronicle but whose function won’t become apparent until Part IV of the series.

 

The Conclusion is only two sentences long: a hand-waved return to Sothis and another mission, this time to Varisia (presumably, in Part II of the series).

 

I don’t remember being particular enthralled by The Prisoner of Skull Hill when I played it.  It felt like stumbling around mostly-empty rooms, occasionally battling orcs or undead orcs, and eventually locating a big plant monster in the basement.  It’s one of those scenarios, especially common in early PFS, where there’s a ton of material in the backstory that the players will never get exposed to.  And from the players’ perspective, the encounters are pretty generic and forgettable, there’s only one opportunity for role-playing (with Krug), and not a lot of room for creative storytelling.  All in all, not a propitious beginning to the series.

Tuesday, September 1, 2026

Pathfinder Campaign Setting: "Andoran, Birthplace of Freedom" [RPG]

Andoran, Birthplace of Freedom is a 64-page, full-colour sourcebook in the Pathfinder Campaign Setting line.  Andoran is a fantasy pastiche of post-Revolutionary War era America, and is very idealised in its focus on freedom, democracy, and egalitarianism.  The book is divided into four main sections: Gazetteer (24 pages), Anodren Factions (10 pages), Adventures in Andoran (10 pages), and Bestiary (16 pages).

The cool cover art depicts a very patriotic Eagle Knight holding the banner of Andoran high while a hobgoblin raider is about to bring a very painful weapon down.  The inside front cover is a map of the country that does a good job noting geographical terrain features (rivers, mountains, forests, etc.) and settlements, though it'd be handy to have roads or trails depicted (if any) that connect the settlements.  The inside back cover is the cover image sans text.  The interior art design is solid, and the artwork is excellent when it comes to monsters but only a little better than average when humans are depicted.

The Gazetteer establishes that Andoran is the Inner Sea's first republic, and contains an interesting history of the country, along with a detailed description of how its government operates.  I especially appreciate the incorporation of material from some classic 3.5-era modules involving Falcon's Hollow, material from adventure paths, and even Pathfinder Society scenarios.  In short, I love it when authors do their homework and make a seamless web of lore across various lines!  The section devotes four pages each to various important cities or areas: Almas, Arthfell, Carpenden Plains, Darkmoon Vale, and the Verduran Forest.  The material provides a nice general overview (Bellis, for example, seems like a great "home town" for a low-level campaign), though some more adventure hooks would have been nice.

The Andoren Factions section focusses on the Eagle Knights (and their various sub-units), with a handy sidebar noting other Paizo books that include additional details. The Lumber Consortium, Primordial Ones, and Seven Houses get about a page each (I've never heard of the last two).  New feats are included for each faction, and they look pretty solid.  The writing and artwork remain strong in this section.

Adventures in Andoran provide 5-6 paragraphs of information each on various adventure sites: Arthfell Forest, Black Forks, Candlestone Caverns, Claes Redoubt, The Colony, Crystal Falls, Diggen's Rest, Droskar's Crag, Nogortha Necropolis, Occarin, The Portside Strangler. and Selian's Watch.  There's a lot of great leads here for an enterprising GM to build on.

Last up is the Bestiary.  Random encounter tables are provided for each of the cities/areas covered in the Gazetteer, but I find them way too broadly spread in terms of CR to be really feasible in play.  One-page entries are then provided for either new creature types or individuals:  Cervapral Agathion's (antelope-men!), the Bee-Man of Bellis (a super-cool guy with swarm-like powers and a neat story premise), Candlestone Courtiers (fey emissaries), Corrupt Politicians (very useful for stories with lots of role-playing), Eagle Knights (having generic stat blocks are great for NPCs), Fellsigs (undead who arise from molten rock deaths), Erinat Gremlins (proprietors of discord--good for very low level stories), Lumber Consortium Enforcers (very useful for the Darkmoon Vale modules), Ragewright (raging undead barbarians!), Sawdust Slough (kinda silly supernatural cloud of sawdust), Silverblood Lycanthrope (power wanes with the moon), and Talmandor (avoral agathion and non-divine patron of Andoran).  I think it's one of the best and most extensive bestiaries I've ever found in the Campaign Setting Line, and something I should make more use of.

And that's the book!  Andoran is a major aspect of many adventures and PC options in Golarion, so having a copy of Andoran, Birthplace of Freedom on hand would be a wise option.